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Killer instinct season 3 general raam reaction
Killer instinct season 3 general raam reaction








Shadow Lords is like a conquest mode for single player. It's a lot of S2 gifs so the effects and such might look different but the main point still stands. If this is sounding like a whole lot of mindgames and reads then yeah that's basically what the KI combo system is based on.ītw, I remember you using ki.infil's site a lot for characters but didn't you go through the system mechanics? They're very well presented. Whether it's Sadira doing normals, Thunder constantly doing his Sammamish (DP) with followups, Cinder being an ass or Shadow Jago you have the ability to break and turn the tides. So if you're constantly getting juggled, know that you can break. It's also why sometimes in high level play, you'll sometimes see players not breaking very clear and obvious heavy linkers.

#Killer instinct season 3 general raam reaction full

If you fuck up a combo break in the air or after a full screen hitting attack like Gargos' punches or Glacius's stomps then you're automatically sent right next to the opponent when you're doing the combo breaker so again, you always eat a full punish if you fuck up. You can combo break after manuals, combo break after air juggles, basically anything after a proper combo opener and the first linker. If I do a heavy double then combo break but the opponent doesn't go for anything, then I'm right in their face and ready to eat a punish. The downside to this is that like Shadow counters, the recovery is VERY high. If they guess wrong they still get fucked) then they're locked out of breaking for 4 seconds and you can go ham and do linkers and doubles with no worry since they're locked out. If the opponent tries to break (ANY break, not just the right one. Basically if you did a heavy auto or a heavy linker which is SUPER EASY to react to and break, then you do the counter breaker. You know how you can break combos by pressing the appropriate strength button that the enemy did? Well Counter Breaker allows you to lock out your opponent if they try to break. I preemptively did shadow counter so it came out and is gonna whiff but now he's in a perfect position to punish. The Jago player gets a read and cancels into Instinct on the fourth hit. Imagine a Jago does his Shadow Kick and I'm waiting for the fifth hit to shadow counter it. This can also be used for mixup situations. This is a viable way to punish normally safe Shadow moves, wait for the last hit and shadow counter, but Instinct (or some characters who can cancel into other stuff) really fuck up this strategy so you gotta stay on your toes. You can't however shadow counter the first four hits of his Shadow wind kick as they hit pretty fast and you'll just get hit so you have to wait for the last hit of his move. I think most if not every character can shadow counter any hit of his Shadow laser sword as it's very slow in between hits. And it also doesn't work against moves that hit in quick succession. But it's not foolproof as of course if it doesn't connect you can expect a hefty punish. It's going to come and you can use shadow counter to get a solid combo opener. Same thing for Cinder's DP followup when he's fired up. For example, Orchid and Thunder's overheads both hit twice so if you block the first hit then you can shadow counter the second hit and get a guaranteed combo opener. It's great for situations like multi-hit overheads, normal cancelled into a single hitting special. EDIT: SHADOW COUNTERS DO NOT WORK ON PROJECTILES, ONLY ACTUAL PHYSICAL HITS.īasically, if you get hit by any move during the active portion of the shadow counter, you do a particular shadow move of your own (it's always a particular move per character). It's instant and doesn't have any startup but a ton of recovery. Shadow Counter is a "reversal" that costs one bar of meter and can only be done when you're in block stun.








Killer instinct season 3 general raam reaction